//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef C_FIRE_SMOKE_H
#define C_FIRE_SMOKE_H

#include "particles_simple.h"
#include "tempent.h"
#include "glow_overlay.h"
#include "view.h"
#include "particle_litsmokeemitter.h"

class CFireOverlay;

class C_FireSprite : public C_Sprite
{
	DECLARE_CLASS( C_FireSprite, C_Sprite );

private:
	virtual int DrawModel( int flags )
	{
		if ( m_bFadeFromAbove )
		{
			// The sprites become less visible the more you look down or up at them
			Vector vToPos = GetLocalOrigin() - CurrentViewOrigin();
			VectorNormalize( vToPos );

			float fUpAmount = vToPos.z;

			int iAlpha = 255;

			if ( fUpAmount < -0.75f )
				iAlpha = 0;
			else if ( fUpAmount < -0.65f )
				iAlpha = 255 - (int)( ( fUpAmount + 0.65f ) * 10.0f * -255.0f );
			else if ( fUpAmount > 0.85f )
				iAlpha = 0;
			else if ( fUpAmount > 0.75f )
				iAlpha = 255 - (int)( ( fUpAmount - 0.75f ) * 10.0f * 255.0f );

			SetColor( iAlpha, iAlpha, iAlpha );
		}

		return BaseClass::DrawModel( flags );
	}

public:
	Vector	m_vecMoveDir;
	bool	m_bFadeFromAbove;
};

class C_FireFromAboveSprite : public C_Sprite
{
	DECLARE_CLASS( C_FireFromAboveSprite, C_Sprite );

	virtual int DrawModel( int flags )
	{
		// The sprites become more visible the more you look down or up at them
		Vector vToPos = GetLocalOrigin() - CurrentViewOrigin();
		VectorNormalize( vToPos );

		float fUpAmount = vToPos.z;

		int iAlpha = 0;

		if ( fUpAmount < -0.85f )
			iAlpha = 255;
		else if ( fUpAmount < -0.65f )
			iAlpha = (int)( ( fUpAmount + 0.65f ) * 5.0f * -255.0f );
		else if ( fUpAmount > 0.75f )
			iAlpha = 255;
		else if ( fUpAmount > 0.55f )
			iAlpha = (int)( ( fUpAmount - 0.55f ) * 5.0f * 255.0f );

		SetColor( iAlpha, iAlpha, iAlpha );

		return BaseClass::DrawModel( flags );
	}
};

#ifdef _XBOX
// XBox reduces the flame count
#define	NUM_CHILD_FLAMES	1
#else
#define	NUM_CHILD_FLAMES	4
#endif

#define	SMOKE_RISE_RATE		92.0f
#define	SMOKE_LIFETIME		2.0f
#define	EMBER_LIFETIME		2.0f

#define	FLAME_CHILD_SPREAD	64.0f
#define	FLAME_SOURCE_HEIGHT	128.0f
#define	FLAME_FROM_ABOVE_SOURCE_HEIGHT	32.0f

//==================================================
// C_FireSmoke
//==================================================

//NOTENOTE: Mirrored in dlls/fire_smoke.h
#define	bitsFIRESMOKE_NONE					0x00000000
#define	bitsFIRESMOKE_ACTIVE				0x00000001
#define	bitsFIRESMOKE_SMOKE					0x00000002
#define	bitsFIRESMOKE_SMOKE_COLLISION		0x00000004
#define	bitsFIRESMOKE_GLOW					0x00000008
#define	bitsFIRESMOKE_VISIBLE_FROM_ABOVE	0x00000010

#define	OVERLAY_MAX_VISIBLE_RANGE	512.0f


class C_FireSmoke : public C_BaseEntity
{
public:
	DECLARE_CLIENTCLASS();
	DECLARE_CLASS( C_FireSmoke, C_BaseEntity );

	C_FireSmoke();
	~C_FireSmoke();

	void	Start( void );
	void	Simulate( void );

	void	StartClientOnly( void );
	void	RemoveClientOnly( void );

protected:
	void	Update( void );
	void	UpdateAnimation( void );
	void	UpdateScale( void );
	void	UpdateFlames( void );
	void	AddFlames( void );
	void	SpawnSmoke( void );
	void	FindClipPlane( void );
	
//C_BaseEntity
public:

	virtual void	OnDataChanged( DataUpdateType_t updateType );
	virtual bool	ShouldDraw();

	float GetScale( void ) const { return m_flScaleRegister;	}
	
//From the server
public:
	float	m_flStartScale;
	float	m_flScale;
	float	m_flScaleTime;
	int		m_nFlags;
	int		m_nFlameModelIndex;
	int		m_nFlameFromAboveModelIndex;

//Client-side only
public:
	float	m_flScaleRegister;
	float	m_flScaleStart;
	float	m_flScaleEnd;
	float	m_flScaleTimeStart;
	float	m_flScaleTimeEnd;
	float	m_flChildFlameSpread;

	VPlane	m_planeClip;
	float	m_flClipPerc;
	bool	m_bClipTested;

	bool	m_bFadingOut;

protected:

	void	UpdateEffects( void );

	//CSmartPtr<CEmberEffect> m_pEmberEmitter;
	CSmartPtr<CLitSmokeEmitter> m_pSmokeEmitter;

	C_FireSprite			m_entFlames[NUM_CHILD_FLAMES];
	C_FireFromAboveSprite	m_entFlamesFromAbove[NUM_CHILD_FLAMES];
	float					m_entFlameScales[NUM_CHILD_FLAMES];

	TimedEvent			m_tParticleSpawn;

	CFireOverlay		*m_pFireOverlay;

	// New Particle Fire Effect
	CNewParticleEffect *m_hEffect;
private:
	C_FireSmoke( const C_FireSmoke & );
};

//Fire overlay
class CFireOverlay : public CGlowOverlay
{
public:
	
	//Constructor
	CFireOverlay( C_FireSmoke *owner )
	{
		m_pOwner	= owner;
		m_flScale	= 0.0f;
		m_nGUID		= random->RandomInt( -999999, 999999 );
	}

	//-----------------------------------------------------------------------------
	// Purpose: Generate a flicker value
	// Output : scalar value
	//-----------------------------------------------------------------------------
	float GetFlickerScale( void )
	{
		float	result = 0.0f;

		float	time = Helper_GetTime() + m_nGUID;

		result = sin( time * 1000.0f );
		result += 0.5f * sin( time * 2000.0f );
		result -= 0.5f * cos( time * 8000.0f );
		
		return result;
	}

	//-----------------------------------------------------------------------------
	// Purpose: Update the overlay
	//-----------------------------------------------------------------------------
	virtual bool Update( void )
	{
		if ( m_pOwner == NULL )
			return false;

		float scale	 = m_pOwner->GetScale();
		float dscale = scale - m_flScale;

		m_vPos[2] += dscale * FLAME_SOURCE_HEIGHT;
		m_flScale = scale;

		scale *= 0.75f;

		float flickerScale = GetFlickerScale();

		float newScale = scale + ( scale * flickerScale * 0.1f );

		m_Sprites[0].m_flHorzSize = ( newScale * 0.2f ) + ( m_Sprites[0].m_flHorzSize * 0.8f );
		m_Sprites[0].m_flVertSize = m_Sprites[0].m_flHorzSize * 1.5f;
		
		float	cameraDistance = ( CurrentViewOrigin() - (m_pOwner->GetAbsOrigin())).Length();

		C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
		if ( local )
		{
			cameraDistance *= local->GetFOVDistanceAdjustFactor();
		}

		if ( cameraDistance > OVERLAY_MAX_VISIBLE_RANGE )
			cameraDistance = OVERLAY_MAX_VISIBLE_RANGE;

		float alpha = 1.0f - ( cameraDistance / OVERLAY_MAX_VISIBLE_RANGE );

		Vector	newColor = m_vBaseColors[0] + ( m_vBaseColors[0] * flickerScale * 0.5f );
		m_Sprites[0].m_vColor = ( newColor * 0.1f ) + ( m_Sprites[0].m_vColor * 0.9f ) * alpha;

		return true;
	}

public:

	C_FireSmoke	*m_pOwner;
	Vector		m_vBaseColors[MAX_SUN_LAYERS];
	float		m_flScale;
	int			m_nGUID;
};

//
// Entity flame, client-side implementation
//

#define	NUM_FLAMELETS	5

class C_EntityFlame : public C_BaseEntity
{
public:
	DECLARE_CLIENTCLASS();
	DECLARE_CLASS( C_EntityFlame, C_BaseEntity );

	C_EntityFlame( void );
	~C_EntityFlame( void );

	virtual void	Simulate( void );
	virtual void	UpdateOnRemove( void );
	virtual void	OnDataChanged( DataUpdateType_t updateType );
	virtual void	ClientThink( void );

	CNewParticleEffect *m_hEffect;
	EHANDLE				m_hEntAttached;		// The entity that we are burning (attached to).
	EHANDLE				m_hOldAttached;

protected:

	void	CreateEffect( void );
	void	StopEffect( void );
};

#endif //C_FIRE_SMOKE_H
